This file contains two different solves. --Stacy
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ZORK II
(Infocom)
So, back for more, eh? Zork I wasn't enough...or did you get hooked? No
matter, it's almost time to get started. However, first a few words of
advice. The Wizard of Frobozz is a lot more troublesome than the thief ever
was. This is due to his spell-casting abilities. Therefore, frequent saving
of the game is recommended! Otherwise, you will be wasting a lot of time
waiting for some spells to wear off.
Okay, let's go! Get the sword and lamp, and move along South, South, South,
SW to the Shallow Ford. At this point, turn on your lamp, then continue
South, SE to the North End of Garden. Enter the Gazebo, and get all items
on the table. Then "Exit Gazebo," and go N, NE to the Shallow Ford and fill
the teapot with water. Now, head South, SW, SW, and you will be in the
Carousel Room. This is a wonderful place that spins you around, so you
can't be sure that you're going in the direction you specify. Fun, huh?
The thing to do here is keep moving around until you get to the Riddle
Room. That room is actually SE of the Carousel Room, but you aren't likely
to get there by typing SE, at least not for a while. So, every time you
move, and find yourself somewhere else besides the Riddle Room, you will
have to return to the Carousel Room and try again. Also, before you start
moving around, drop everything but the teapot and the lamp; you'll pick up
the things again as you need them. These are the directions from the
various other rooms to the Carousel Room: Marble Hall - South Path Near
Stream - Southwest Topiary - West Menhir Room - North Cobwebby Corridor -
Northeast Cool Room - Southeast All right, you've finally made it to the
Riddle Room.
Now, all you have to do is answer the riddle! Actually, it's a fairly
simple riddle; just enter: Say "A Well," and you will be able to move on to
the East, which is the Pearl Room. Leave the necklace for now, and continue
East into the Circular Room. There is a large bucket here, just big enough
for you to enter, so do that. Then pour water into the bucket, and it will
rise to the top of the well. Get out of the bucket, then go East into the
Tea Room, and get all cakes except the orange one. Eat the green cake, and
you will shrink down. Now, go East into the Pool Room, and throw the red
cake into the pool of tears. The water will be soaked up, and you can get
the package of candies. Forget about the flask; there is no use for it.
Return West to the Posts Room, and eat the blue cake. Presto! You are
returned to normal size. Stretch a little, then head NW into the Low Room.
Aha, there's a robot here. Tell the robot to "Go E," then go that way
yourself, and you will both be in the Machine Room. I wouldn't be surprised
if the controls to the Carousel room were here! Tell the robot to "Push
Triangular." There will be a thud in the distance (something fell), and the
Carousel Room is now off. Tell the robot to go South, and do likewise. You
are now in a Dingy Closet, and a red sphere sits invitingly just beyond
your grasp. Try getting it, and a steel cage will come down over you (uh
oh!). Not to worry, however! Once the cage is down, just tell the robot
(even though you can't see him) to "Lift Cage." Once that's done, you will
be able to get the sphere.
Now, getting back to the bucket may be a problem of sorts; pushing the
button has caused strange things to happen in the Low Room. So, after going
North and West from the closet into the Low Room, you may have a problem
when trying to go SE back to the Tea Room. Keep trying however, and you'll
get there sooner or later. Then, go West from the Tea Room, enter the
bucket, get the water, and the bucket will descend again. Get out, drop the
Teapot, head West, pick up the necklace, then West again and NW to the
Carousel Room. There is a box here (the thud you heard before). Open it,
and inside is a violin. You don't need to take it now, so just leave it
here for the time being.
Drop the sphere, necklace and candy, then get the sword, place mat and
letter opener. Move North to the Marble Hall, picking up the brick, then
continue North until you come to the Ledge in Ravine. Go up to the Tiny
Room, which has a locked door. Slide the mat under the door, then move the
lid and insert the opener in the keyhole. Remove the opener, then pull the
mat and get the key. Now, unlock and open the door and go North into the
Dreary Room. Drop the key and opener, and get the blue sphere. Now, it's
South and Down to the ledge, then West and North into the Dragon Room (what
would an adventure game be without a dragon?).
He's not one of your nicer dragons, so be careful here. Hit him with the
sword, then move South. He will follow you. Hit him a second time, and move
South again. He's still following you, and you're almost where you want to
be. Whack the scaly nuisance one more time, and head West into the Ice
Room. Okay, the dragon follows you in, gets silly over his reflection in
the glacier, and proceeds to get himself drowned. You can drop the sword
now, since you won't be needing it anymore. As his body washes away, go
East and SE to the Carousel Room, then SW to the Cobwebby Room.
Get the string, then go back NE and pick up the newspaper and the matches.
Now move along NW, West, and West again into the Lava Room. Leave the ruby
for now, and continue on Southward to the Volcano Bottom. Aha, look what's
here....a hot air balloon! All you need is a way to get it inflated, and
you just happen to have the means to do that. Get into the basket, then
open the receptacle and put the newspaper inside. Light a match, then light
the newspaper with the match. Make sure you keep the receptacle open! Now,
just wait until the balloon rises to the Narrow Ledge, then "Land".
Tie the wire to the hook and get out of the basket. On the ledge is a gold
coin. Pick that up and head South into the Library. Get the purple book,
open it, get the stamp, then drop the book. You can ignore the other books;
they are all worthless. Now, back North and into the basket again. Untie
the wire, and wait until the balloon rises to the Wide Ledge. Again, "Land"
and tie the wire to the hook. Get out and go South. Now, it's time for a
few thrills. Put the string in the brick, then put the brick in the hole in
the box. Now light a match, then light the string.
Now, head North IMMEDIATELY. There will be an explosion, then you can
safely go back and get the crown. But don't dawdle; once you have it, get
back to the basket pronto! The explosion weakened the ledge, and it won't
hold much longer. So, get in, untie the wire, close the receptacle, and
wait until the balloon lands at the Volcano Bottom. Well, you seem to be
doing almost as much travelling around as in Zork I, and you aren't
finished yet, not by a long shot! Go North, get the ruby, then East twice
and SE to (yet again!) the Carousel Room. Drop off everything but the lamp,
then go NW, North, North, West, and West again, and you should now be at
the entrance to the bank.
The bank is tricky, so follow directions carefully here. Go NE, then East
into the Safety Depository, then South into the office and pick up the
portrait, and back North again. Now, "Enter Light," and you will be in a
small room. At this point "Enter South Wall," and you will be in the
Depository again. "Enter Light" a second time, and you will find yourself
in the vault, with a pile of bills in front of you. Get the bills, then
"Enter North Wall," and once more you are in the Depository.
Now, drop the bills and portrait, and go East to the East Tellers Room. Go
East again to the Depository, pick up the goodies, and "Enter Light." This
time, you are in the East Viewing Room. From there, go South and you will
be at the bank entrance. You have robbed the bank, and kept the alarms
silent. Okay, head along East until you reach the Dragon Room, then North
to the Dragon's Lair. Leave the chest for now; instead, say "Hello
Princess," and wait until she leaves. Follow her, and continue to follow
her until you are both in the Gazebo, then wait.
The unicorn will appear, and the princess will give you the key from around
its neck, and also a rose. You can drop the rose; it has no use in the
game. Well, you're getting closer to the end-game, but there are still a
few things left to do. Exit the Gazebo, then move South, West, SW. Drop off
some of the treasures, then go back NW, North, North, North to the Lair
again. Open the chest and get the statuette, then return to the Carousel
Room. From there, due South to the stairway. This is a good place to save
the game, as you are about to enter one of the nastier mazes around. Go
down the stairs, and you will be in the Oddly-Angled Room.
Things are not always as they seem here, and the exact direction to go at
this point is not constant. Try East first, and if you can't go that way,
then try West. Either way, you should find a club. Get the club, and from
that point, go SE, NE, NW, SW. Watch the room descriptions carefully as you
do this; the little diamonds on the floor should get brighter with each
move you make (you are actually "running the bases" here). If they are not
doing this, restore the game and try again. When you have done it
successfully, there will be a noise in the distance.
Now, you should try to go either North or South (that varies also). If one
way doesn't work, try the other, and if neither works, try East or West.
There will be a staircase going down, but you don't want to do that yet, so
go Up instead, and head North until you are back in the Carousel Room. Get
the blue and red spheres and the candy. Drop a few things if you have to,
but hang on to the club! Now, SW twice, and you are in the Guarded Room,
with a lizard head in the doorway. Give the candy to the lizard, then
unlock the door with the gold key. Open the door and go South, then West
twice into the Aquarium. Throw the club at the aquarium, then get the clear
sphere.
Go East into the Wizard's Workroom. Put each sphere on the stand of the
same colour, then get the black sphere that appears, and go South into the
Pentagram Room. Put the sphere on the circle, and the Demon will appear.
You must give him ALL the treasures you have collected, as well as the gold
key. This will mean at least one more trip to and from the Carousel Room to
get all the stuff. When you have given everything to the demon, tell the
demon, "Give Me The Wand," and he will take the wand from the Wizard and
give it to you. Now, you're almost finished!
Go North, East, North, North, NE, South, and you are in the Menhir Room.
You need to get the Menhir out of the way for a little while, so do this:
Wave the wand at the Menhir and say, "Float." The Menhir will rise up,
allowing you to go SW into the kennel and get the collar. After that, go
NE, then South, then Down, and Down again into the Cerberus Room. Cerberus
is no problem; just put the collar on him. Now, go East, then South, and
you are in the Crypt. Turn off the lamp, and you will notice a secret door
in the south wall. Open the door and go South, and you will be on the
Landing. The game is over!! Or is it? After all, there's still Zork III up
ahead!
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
ZORK II: THE WIZARD OF FROBOZZ (Infocom)
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(You begin where "Zork I" left off, in 'Barrow') GET LAMP AND SWORD, S, S, S, SW, S,
LIGHT LAMP, SE, ENTER GAZEBO, GET TEAPOT,PLACE MAT,LETTER OPENER,MATCHBOOK AND PAPER,
OUT, S, W, SW, N (keep trying till you reach 'Marble Hall'), N, FILL POT WITH WATER, N,
U, OPEN LID (on the door), PUT MAT UNDER DOOR, PUT OPENER IN KEYHOLE, REMOVE OPENER
AND DROP IT, PULL MAT (the key has fallen onto the mat), GET KEY, UNLOCK DOOR WITH KEY,
OPEN DOOR, DROP KEY, N, GET BLUE SPHERE, S, D, W, N, HIT DRAGON WITH SWORD (you catch
its interest, and it follows you), S, HIT DRAGON WITH SWORD, S, HIT DRAGON WITH SWORD,
W (the dragon melts the ice and drowns), DROP SWORD, E, N, N, N, OPEN CHEST (it is jammed.
The princess notices you), OPEN CHEST (she leaves. The chest contains a golden statue),
GET DRAGON, S, E, E, D, S (wait till the princess pushes a brick), E, E, N, IN (wait
till you receive the gold key), OUT, S, S, W, SE (until you reach 'Riddle Room'), ANSWER
"A WELL" (the door opens), E, E, DROP DRAGON AND PAPER.
GET IN BUCKET, FILL BUCKET WITH WATER (it goes up), GET OUT OF BUCKET, E, DROP TEAPOT,
GET RED,BLUE AND GREEN CAKE, EAT GREEN (you shrink), E, PUT RED CAKE IN POOL (the pool
vanishes), GET CANDY, W, EAT BLUE CAKE (you grow again), NW, SAY TO ROBOT "EAST AND SOUTH",
E, S, GET RED SPHERE (a cage drops before you can grab it), SAY TO ROBOT "LIFT CAGE",
GET RED SPHERE, SAY TO ROBOT "NORTH AND PRESS TRIANGULAR BUTTON" ('Carousel Room' comes
to a stop), N, W, SE (keep trying till you make it), GET TEAPOT, W, GET IN BUCKET, FILL
TEAPOT (you are down again).
GET OUT OF BUCKET, W, W, NW, DROP TEAPOT,ROSE,CANDY AND GOLD KEY, SE, E, E, GET DRAGON
AND PAPER, W, GET NECKLACE, W, NW, OPEN BOX (you find a Stradivarius), DROP NECKLACE AND
DRAGON, N, GET BRICK, S, SW, GET STRING, NE, NW, W, W, GET RUBY, S, OPEN RECEPTACLE, PUT
PAPER IN RECEPTACLE, GET IN BASKET, STRIKE MATCH, BURN PAPER, WAIT (the balloon floats
upwards), WAIT, W, TIE WIRE TO HOOK, GET OUT OF BASKET, S, READ WHITE BOOK (it explains
the use of magic wands), DROP IT, OPEN PURPLE BOOK (inside is a stamp), GET STAMP, N, PUT
STRING IN BRICK, GET ZORKMID, GET IN BASKET, UNTIE WIRE, WAIT, WAIT, WAIT, WAIT (the balloon
is now at 'Wide Ledge'), W, TIE WIRE TO HOOK, GET OUT OF BASKET, S, PUT BRICK IN HOLE,
LIGHT MATCH, BURN STRING, N (the brick explodes), S, GET CROWN, EXAMINE CARD, N, GET IN
BASKET (the room collapses), CLOSE RECEPTACLE, UNTIE WIRE, WAIT (until you reach the
bottom again), GET OUT OF BASKET.
N, E, E, SE, DROP CROWN;STAMP;ZORKMID AND RUBY, NW, N, N, W, W, NW, W, S, GET PORTRAIT,
N, GO THROUGH CURTAIN (you are now in 'Small Room'), GO THROUGH SOUTH WALL, GO THROUGH
CURTAIN (you are now in 'Vault'), GET BILLS, GO THROUGH NORTH WALL (back in 'Safety
Deposity'), DROP PORTRAIT AND BILLS, W, W, GET PORTRAIT AND BILLS, GO THROUGH CURTAIN
(to 'West Tellers Room'), S, E, E, S, S, SE, S, S, D, SW, GET CLUB (now go back to the
first 'Oddly Angled Room'), U, N, N, GET CANDY AND GOLD, KEY, SW, SW, GIVE CANDY TO LIZARD
(it falls asleep), UNLOCK DOOR WITH KEY, OPEN DOOR, S, W, PUT BLUE SPHERE IN SAPPHIRE STAND,
PUT RED SPHERE IN RUBY STAND, W, TURN OFF LAMP, THROW CLUB AT AQUARIUM (the serpent bites
the club by mistake and dies), GET CLEAR SPHERE, E, PUT CLEAR SPHERE IN DIAMOND STAND
(the three spheres vanish and a black one appears instead), GET SPHERE, S, PUT SPHERE ON
PENTAGRAM (a demon appears, demanding treasures to help you), GIVE GOLD KEY,PORTRAIT AND
BILLS TO DEMON, N, E, N, N, NE, DROP MATCHBOOK, GET VIOLIN,NECKLACE,RUBY,ZORKMID,STAMP,CROWN
AND DRAGON, SW, S, W, S, GIVE VIOLIN,NECKLACE,RUBY,STAMP,ZORKMID,CROWN AND CROWN TO DEMON
(he is satisfied now), SAY TO DEMON "GIVE ME WAND" (he takes it from the wizard), GET WAND,
N, E, N, N, NE, S, POINT WAND AT MENHIR, SAY "FLOAT" (the menhir does that, allowing you
access to 'Kennel'), SW, GET COLLAR, NE, S, D, SW, SE, NE, NW, SW (the entrance to 'Cerberus
Room' opens. Go to it), D, PUT COLLAR ON DOG (it becomes friendly), E, OPEN DOOR, S, TURN
OFF LAMP (a secret door reveals itself), OPEN SECRET DOOR, S (down the stairs to "Zork III".
You have defeated the wizard!)
TREASURES: Gold Key, Portrait, Bills, Fancy Violin, Pearl Necklace, Ruby, Priceless Zorkmid,
Flathead Stamp, Dimwit Crown, Golden Dragon.
SPELLS: Float - makes things float
Fireproof - ?
Fence - creates a fence around you
Feeble - you become feeble and drop an item
Fear - you leave the room where the wizard is
Filch - he steals one of your items
Fierce - you attack him
Fantazie - you have strange visions. Stay out of 'Topiary'!
Freeze - you cannot move
Fall - makes you fall. Dangerous around bridges etc.
Fudge - ?
Jacob Gunness - d.18/3-1990